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Mapping

This part, you're going to apply the mapping on the objects (you're going to use the modifier UVW Mapping) and after, open the mesh on the Editor UVW Unwrap (you're going to apply the modifier UVW Unwrap). I usually prefer to open the mesh of all objects, and after I decide if I'll use the painted or the repetition texture.

I prefer to map all objects first and after I apply the painted textures you can do it differently though. Work with a few faces removing the modifier Meshsmooth from all objects to continue.

1. Isolate the object skull.

2. Apply the procedural texture 'Checker' as image below.

1191_tid_235.jpg
3. Apply the modifier UVW Mapping, once you access 'Gizmo' a green line will appear in the mapping. That indicates the UVW Unwrap where the mesh is going to open. Preferably position this line where you are sure that it will not appear or that is a good place to work the texture. The type UVW Mapping used change as the object.

1191_tid_236.jpg
4. This phase you should configure the mapping in way that procedural texture Checker gets the "Tilling" square its best result as possible. Other good practice it's to make UVW Mapping a little larger than its m.

5. Convert to Editable Mesh the Skull, go to the maxillary. See the Gizmo

1191_tid_237.jpg
6. On the clothe, there are two objects: the hood and the mantle. Select the sub-object Element and select the hood apply the modifier UVW Mapping. You may see the texture on the viewport press F2 on the keyboard

1191_tid_238.jpg

7. Convert to editable mesh again and select the hood again, hide it and after select the right sleeve.

1191_tid_239.jpg
8. It's a good idea to use the Local Axis to work with the Gizmos and to use the button Fit of the UVW Mapping.

1191_tid_240.jpg




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